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[3.86.0] Resize RenderTexture/dynamicTexture issue #6918
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Hmm - yes. It's half right and half wrong. We don't want them to auto resize at all, because they should remain the same size they were created and shouldn't get changed if the renderer resizes. But equally, the |
Hi @photonstorm , Would this also be related? We are using the rope functionality and rendertexture in order to print 'curved text' to our game. In phaser 3.80.0, this works correctly, in 3.86 - we are seeing some kind of distortion with the same code: `import { FontStyleKey } from '../../../config/font_style_key'; export type ICurvedTextParams = { export class CurvedText extends Phaser.GameObjects.Container {
} ` |
Not sure if it is entirely related, but I've run into a problem with resizing RenderTextures too. When drawing the sprites on a new RT, they will be the correct size - the size of the original sprite. Might be worth noting that when I use rt.setSize() instead of rt.resize(), the sprites are drawn with the correct size ; but that's useless since the RT hasn't been refreshed in some way so it is just black outside of the original dimensions. This was not the case last time I ran this code (version 3.60.0 apparently), looks line setSize() used to properly resize the RT and get the correct results when redrawing. |
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Description
In dynamicTexture's setSize method, it invokes renderTarget.resize method.
This
renderTarget.resize
method will checkthis.autoResize
, but dynamicTexture'sautoResize
isfalse
. So that the resize action won't run.The text was updated successfully, but these errors were encountered: